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Hi, this is Mark Brown with Game Maker's Toolkit,
a series on video game design.
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The Metroidvania is so in right now.
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From Ori and the Blind Forest to Xeodrifter,
indie games are helping to resurrect this
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dying retro formula, which involves wandering
through maze-like maps, collecting new abilities,
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and using them to tackle obstacles that were
once impassable.
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But I've been playing one recently that captures
the feeling of a classic Metroid game better
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than any other. It nails the sensation of
getting lost, and stumbling into weird new
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environments, and simply not knowing what's gonna be
around the next corner.
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That game is Axiom Verge.
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I'll try not to spoil it in this video, but
I will be showing some different areas and power-ups
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if you're sensitive about that stuff.
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Now, when I first played the game, I couldn't
quite put my finger on what made it so evocative
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of those treasured Nintendo games. Surely
there was more to it, right, than the knock-off
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8bit art and the trippy sci-fi setting.
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But then I re-played some of the other recent
Metroidvania games and I figured it out. I
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realised that while many of them slavishly
emulate Super Metroid, almost all of them
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ignore the most important thing about that
game: it didn't tell you where to go.
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Where that game let you get lost and made
you create your own maps - you know, paper ones, or
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just mental ones - these games guide your
every move with overzealous hints and markers
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- or even paths - on your in-game map.
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JASON FLEMMING: B5. B5. Got it.
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Now, to be fair, even Metroid did this in
later editions as both Fusion and Zero Mission
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basically told you where to go. And, I'm well
aware that what worked in 1994, when the internet
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was barely even a thing, doesn't necessarily
work so great in 2015.
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But this is a huge part of what makes Super
Metroid so terrific. And it's what makes Axiom
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Verge great too. And we also see the benefits
in a game like Bloodborne, so this video is
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not just for side-scrolling games that look
like they should come enclosed in a hunk of plastic.
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These games let you set out on an adventure,
choosing your own direction and your own path.
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And when you stumble upon a new ability or
a boss room it feels great because you got
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there. There wasn't a big flashing waypoint
on your map screen. It was all you.
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Or was it? Because neither Axiom Verge nor
Super Metroid really drop you into a maze
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and let you run wild. In reality, they just
give you an illusion of exploration, offering
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a lot of different doors and paths that are
actually dead ends along the path to the next
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goal.
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But what about when you unlock a new ability?
When your brain races to think about how this will
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affect previously visited areas, just like
how you reconsider everything you've seen
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in a movie when you hit a plot twist. You're
the one responsible for choosing which area
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to return to, right?
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Well, you definitely have more choice in this
instance, sure. But, still, these games have techniques
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to push you in the right direction and send
you rushing back to the next critical room
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on your journey.
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That room might be memorable in some way.
This area in Super Metroid, which is where
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you you need to come back to once you have
the hi-jump boots, has an imposing gargoyle
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face for a door which should sear it into
your memory as somewhere important.
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And in this room, you get momentarily trapped
between a pair of closing gates. That brief
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moment of peril should make it stick in your
brain, if only because you want to come back
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and show those stupid doors who's boss when
you've got the speed booster.
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Putting the room on the cusp of a new environment
is smart, too, as you get a teasing hint of
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somewhere exciting to come back to.
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Another clever trick is to hint at the correct
application of your new ability when you get it.
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Most games in this genre copy the old Metroid
trick of doing away with tutorials by just
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locking you in a room with your new ability
and forcing you to use it to get back out.
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But you also see things like this: when you
get the ice beam in Super Metroid you're forced
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to freeze this little guy, who just so happens
to look exactly like the critters you need
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to freeze to move along the critical path.
Put two and two together, and you're back
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on the trail.
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//
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ability, but they both lead you to the same critical
path.
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I'll show you what I mean. When you get the
high jump ability you can use it to get up
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here, or up here. Either way, you're lead
to this room. By giving the player two opportunities
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to commit a room to memory, the game has doubled
their chance of getting to the right place.
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Metroid's pathfinding trick is these navigation
terminals that fill in just enough of your
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map to hint at areas you should explore, without
spoiling all the secrets.
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And if you really do get lost, these games
put barriers behind you to quietly reduce
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the number of possible places for you to check
when backtracking.
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They might be very temporary barriers, like
the way doors lock behind you in Super Metroid
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when you're in a critical room that contains
a puzzle.
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This is Nintendo's way of avoiding a common
pitfall with Metroidvanias, where players
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don't always know if they can overcome an
obstacle with their current skills or if they
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need to come back later. By getting locked
in until you figure it out, you're left with
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no doubt as to whether you're able to pass.
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Or they might be barries that lock off huge
parts of the map. In Axiom Verge, you might
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not put realise when you hop off this platform
that it's too high to jump back up until you
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get a future ability, locking you off from
getting lost and wandering back to the beginning
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of the game.
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And in Super Metroid, this chamber is impossible
to climb back up without the ice beam which
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means you're stuck in a hellish, volcanic
area called Norfair for a good long while.
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But revisiting old areas shouldn't be dull
or tedious, anyway.
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New abilities like the grappling hook and
the speed booster let you move more quickly,
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you should be able to open up shortcuts, and
level design tricks like Super Metroid's hub
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and spoke system help you navigate the world more easily.
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And, going back the way you came can be made
more interesting, too - like how this section
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in Brinstar is littered with enemies on the
way back. Or, the designer can cut out backtracking
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altogether with a nice loop around in the
level design.
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It's worth noting that I got completely and
utterly lost in both Super Metroid and Axiom
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Verge. But that's okay. Because players have
to know they can get a bit lost, to feel that
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sense of satisfaction when they finally figure
out the way.
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Like how after you're trapped down in the
claustrophobic depths of Norfair for what
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feels like an eternity, you're finally able
to escape. You climb up this long chamber,
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literally blow your way out with a super bomb,
and break out onto the surface - only to realise
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that you're right back at the very beginning of
the game.
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But now you're way more powerful and adept,
and you're ready to get lost all over again
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as you delve into all the areas you couldn't
access back then.
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It's these narrative arcs make Metroid
games so great. But they work best when you're
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given permission to get lost. When you're
encouraged to explore and when you're rewarded
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for having a good memory.
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So, long may this genre live on, but hopefully
the critical success of Axiom Verge will encourage
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more developers to stop telling us where to
go, and just let us get a bit lost.
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Thanks for watching. If you want to see a
Metroidvania that does something completely
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different with backtracking, click the screen
for my video about Toki Tori 2
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And please consider liking this video,
leaving a comment, or supporting the show
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on Patreon.